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At seemingly random moments, a man will descend from the sky to take a photograph of your party before vanishing the way he came. One NPC's desire to create a memorable dungeon leads to him changing his body into one. This is one of those games that can be difficult to put down simply because you'll want to experience the next bizarre situation.

First, a company comes out with a game that has potential and is terrific in some aspects, but it lacks a bit overall. In the case of Rare's Donkey Kong Country, the Super Nintendo played host to an absolutely gorgeous platformer that just didn't live up to the (admittedly very high) standard set for that system by Super Mario World. It was solid and it tended to be enjoyable, but no new ground was broken and things could get repetitive. It seemed to be the ultimate in playing it safe — a game that could have come with a disclaimer: "You've done all this before, but it's never looked this good… has it?!"
With Donkey Kong Country 2: Diddy's Kong Quest, it's safe to say that Rare’s developers were through with the whole "testing the waters" phase, as they not only improved on the original, but managed to create one of the top platformers I've ever played.

Pay a visit to the island maze-fortress of Crete and the minute you step in the door, you'll be cut to shreds by various Amazon warriors who are both durable and capable of moving their shields around to block attacks much like The Adventures of Link's Ironknuckles. And I haven't even mentioned Phrygia's MANY snake-dragons that take more damage than most bosses while blasting the crap out of you with fire. Brutal…

When my questing first took me here, I admit that it didn't take long for me to get lost, as I wasn't really paying that much attention to the in-game map. D.C. is essentially a world unto itself. A confusing, labyrinthine world with many twists, turns and dead ends. Words can't say how welcome this place was, especially when you consider the rest of the game's world takes place in a pretty unappealing place.

The original StarTropics was mostly confined to a random series of tropical islands, and everything blended together after a while. In Zoda's Revenge, you control Mike Jones as he travels from a prehistoric land, to ancient Egypt, to other areas such as a Transylvanian castle and King Arthur's Britain. Each chapter contains a minimum of one dungeon to explore as you search for a collection of Tetris -style blocks known as Tetrads. You need to reach them before various incarnations of Zoda (the villain from the first StarTropics game) can harness their power for evil.

While it doesn't take much reading between the lines for a person to at least grasp the fundamentals of this, Nintendo's censorship did take away some of the impact this sort of plot might have, leaving us with the sort of standard fantasy fare where you'd almost expect there to be a disclaimer in the credits stating that any resemblance to actual belief systems is purely coincidental.

To keep battles from being stale, a decent number of them have special stipulations which can work in your favor, the monsters' favor or in an unexpected way — such as when you fight the alien leader in an outer space dimension and find that, in homage to the Alien movies, you've entered "Ripley mode" where the one female member of your party has her stats raised dramatically.

In fact, the beginning of the game is pretty much one big cliche. Shortly after the game begins, Will unintentionally gets on the wrong side of the local king and queen and is forced to flee the area with the rulers' spoiled and naive daughter. Those two join up with a small group of Will's friends and explore the world to find mysterious artifacts and eventually save everything from a fate most dire. Pretty cut and dry on the surface, but as you dig deeper, you'll find that Illusion of Gaia wonderfully establishes a dark and melancholy mood that effortlessly moves this game far beyond being "just another adventure".

The main challenge for me when playing River City Ransom was simply surviving the trek between the second and third malls, as you have to travel through many screens and the easier gangs are weeded out in favor of ones that cause a lot more damage when their attacks connect. Lose your rhythm against The Generic Dudes and your life meter will barely notice; do so against The Squids and you'll quickly find yourself sent back to the last mall you reached, but with only half your money (the penalty for falling in battle).

It's almost like you're playing an arcade game rather than an action-RPG when you're going against a guy like Mado, who regularly transforms into a giant sphere that erratically pinballs around the tight confines of his room. That’s especially true the second time you confront him, by which point he's added "moves at the speed of light" to his repertoire.

I also feel I must note that it takes a certain lack of imagination to put together a game this short and still waste one of the available boss encounters on a generic shooter snake. What makes it even worse is that this generic shooter snake is generic even by generic shooter snake standards, since all it does is meander on and off the screen while occasionally releasing a homing missile.

I also probably shouldn't forget how you need one particular weapon to simply damage the final boss. Or that if you do manage to kill it, you find out that you were the victim of a cruel hoax and have to do the six main levels over again (at a higher difficulty level, of course) and then fight that guy again in order to actually beat the game. Adding the fake difficulty of a mandatory second trip through an already brutal game is not my idea of fun.

If one of them makes a habit of using swords in battle, that character will eventually be far more useful with that kind of weapon than any other. If another one specializes in casting spells, he'll wind up with tons of magic points. And if you regularly encounter weak enemies and ignore those hapless foes to have your party members beat up on each other, their hit points will go through the roof.

However, just because I had fun times with family while playing this game doesn't mean I can excuse its large list of faults. That period of time can best be described as good times with a bad game simply because we didn't know any better.

With O.C.D., you grind so you can grind more; you gain skills so you can grind more quickly; you harvest goods to make items and equipment so you can grind even more quickly. The grinding isn't a means to an end, it's the beginning, middle and end!

While there is magic in the world of Game of Thrones, the majority of it is in Mors' and Alester's respective dog and fire powers. Unlike Dragon Age Origins, there are no darkspawn, no dragons, no werewolves and no sentient trees. Hell, there aren't even any wolves, spiders or bears. You'll fight tons of barbarians, bandits, peasants and soldiers, though…and for all intents and purposes, they're all the same.

You'll be screwing around, attempting to input any damn command the computer might actually recognize, outside the hardware store when suddenly you'll get a "The bug just appeared" message. Now, one of two things will happen. First, if you're lucky enough to have found a bug-killing item AND are lucky enough to figure out the specific way to phrase your command so that you actually use it, you can dispatch the mutated creature. Or, more likely, you'll be dead in a turn or two.

Well, I'm going to have to find a way to perfectly run tracks that utterly brutalized my biker during my first stab at them. Hell, I'll be happy if I just FINISH the Gigatrack course. Just thinking about running it perfectly seems so unrealistic that I don't even know why I'm considering it a possibility.

After that debacle, though, I noticed that Yuna had a particular piece of armor designed to block three particular negative statuses, so I decided to make sure she was always in the party when fighting them. Sure enough, she was able to avoid being confused or silenced by the beast and, as a result, cure my other members so they could finish it off. A tough monster made easier due to me using my brain — I was proud of myself!

Markets are kind of cool, as you collect money in the game and can use it in these places to buy bullets and other useful things. In this one, you also can try to interact with a giant head plastered on the left side of the screen. Which will then kill you. Ha-ha…you have to love trial-and-error puzzle solving! You're not supposed to interact with it…or walk above or below it. In fact, you should pretend its third of the room doesn't even exist.